uniform mat4 mvp;
uniform vec3 alightpos;
attribute vec4 SATT_POSITION;
attribute vec2 SATT_TEXCOORD0;
attribute vec3 SATT_NORMAL;

varying vec2 texcoord;
varying vec3 normal, lightpos;
varying vec3 pos;

void main()
{
   gl_Position = mvp
                 * SATT_POSITION;
   pos = SATT_POSITION;
   texcoord = vec2(SATT_TEXCOORD0);
   normal = normalize(SATT_NORMAL);
   lightpos = alightpos;
}
